diff options
author | Brian Paul <[email protected]> | 2009-04-06 17:17:52 -0600 |
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committer | Brian Paul <[email protected]> | 2009-04-06 17:18:58 -0600 |
commit | 76ac75af8e5481b498981c133836efa2101be2dc (patch) | |
tree | 6c76e0be55e7a6c3a4c5b458ebb2aeeed51e0146 /src/mesa/swrast/s_span.c | |
parent | b4c0e1f9e16ba61acd781ed6cbe448460e2b3153 (diff) |
swrast: fix secondary color add for glBitmap
Also, clean up the logic involved in choosing per-vertex vs. per-fragment
primary+secondary color addition.
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 08d725c5ebf..07b39666037 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1377,8 +1377,8 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) ASSERT(span->arrayMask & SPAN_RGBA); - if (!shader) { - /* Add base and specular colors */ + if (span->primitive == GL_BITMAP || !swrast->SpecularVertexAdd) { + /* Add primary and specular (diffuse + specular) colors */ if (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { |